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  [Slick2D] JavaRA - Command&Conquer: Red Alert with taste of Java  (Read 6535 times)
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Offline Cr0s
« Posted 2014-05-30 19:01:47 »

JavaRA - an open source remake of legendary RTS game "Command & Conquer: Red Alert" written on Java and Slick2D

Offline Rayvolution

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« Reply #1 - Posted 2014-05-30 19:13:43 »

The gifs look pretty faithful to the Red Alert 2 movement/AI. Wink

Must of taken forever to rip the animations.

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Offline Cr0s
« Reply #2 - Posted 2014-05-30 19:21:15 »

Quote
Must of taken forever to rip the animations.
It was quite easy. I used original data .MIX files, that files contains all images and sounds in some weird and closed formats, so I has to reverse-engineer that.
There is sample of how animation and sprite rotation done in original and my versions of RA:
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Offline Riven
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« Reply #3 - Posted 2014-05-30 19:46:06 »

The gifs look pretty faithful to the Red Alert 2 movement/AI. Wink
Red Alert 1, you silly! Oh... the days of multiplayer tank rushes on A Path Beyond... Yawn

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Offline Cero
« Reply #4 - Posted 2014-05-30 23:19:33 »

played the shit out of Red Alert.

I think you took the UI from the PSX version ? looks like it, that would be weird.

Are you looking at the original code or doing it yourself ?

Offline Rayvolution

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« Reply #5 - Posted 2014-05-30 23:41:17 »

The gifs look pretty faithful to the Red Alert 2 movement/AI. Wink
Red Alert 1, you silly! Oh... the days of multiplayer tank rushes on A Path Beyond... Yawn

yeah.. Red Alert 1.. >_>

Not sure why I was thinking 2, I was even playing RA2 just the other day. Wink

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Offline Hermasetas

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« Reply #6 - Posted 2014-05-31 00:27:57 »

This looks really cool! Cheesy

Too bad I never played the original (yes I'm young), so I am not able to say whether it's a good port or not Tongue

But it's also nice to know that something like this is possible in Slick2D.
Not that I thought it wouldn't but it's nice to have confirmed that you can do awesome stuff with simple APIs Smiley
Offline Cr0s
« Reply #7 - Posted 2014-05-31 09:04:24 »

played the shit out of Red Alert.

I think you took the UI from the PSX version ? looks like it, that would be weird.

Are you looking at the original code or doing it yourself ?
Yep, I like PSX UI with categories system that this UI provides.
And there is no original code, only original assets I have, all code reproduced by my understanding of RedAlert game mechanics.
Offline Cr0s
« Reply #8 - Posted 2014-05-31 11:54:04 »

Added turrets recoil
Click to Play
Offline Cr0s
« Reply #9 - Posted 2014-06-12 04:02:14 »

Added walls and wires!
Click to Play
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Offline ra4king

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« Reply #10 - Posted 2014-06-12 05:33:38 »

Wow this is very impressive! I remember playing Red Alert 1 for a bit a few years back.... in fact I think it's still installed somewhere... there goes my night >.>

Offline Cr0s
« Reply #11 - Posted 2014-06-13 21:02:00 »

Adding animated effects
Click to Play
Offline Cr0s
« Reply #12 - Posted 2014-06-13 22:32:56 »

Added fire turret and tesla coils!
Offline Coldstream24
« Reply #13 - Posted 2014-06-13 23:12:03 »

Keep up the good work! I'll have to try it out soon.

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Offline Cr0s
« Reply #14 - Posted 2014-06-14 16:46:58 »

Changed wall setup algorithm, now you can "draw" walls!
Click to Play
Offline Cr0s
« Reply #15 - Posted 2014-06-15 03:24:06 »

Implementing armament logic
Click to Play
Offline Cr0s
« Reply #16 - Posted 2014-06-17 23:00:24 »

Added V2 rocket launchers
Click to Play


Infantry now can shoot too
Click to Play


20.06.2014:
Added missiles to Mammoth Tanks!
Click to Play
Offline Cr0s
« Reply #17 - Posted 2014-07-01 19:42:35 »

New progress update!
Click to Play


03.07.2014
Added perfomance graph:
Click to Play
Offline Cr0s
« Reply #18 - Posted 2014-07-15 13:42:58 »

Finished Tesla Coils!
Click to Play


Started base building enemy AI (he is red on picture below)
Click to Play
Offline Cero
« Reply #19 - Posted 2014-07-15 14:17:30 »

Man I love Red Alert 1, but you're putting so much work into a game you cannot even put out there D:

I guess you could if you change the assets, which might be interesting

Offline DevNatres

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« Reply #20 - Posted 2014-07-15 16:13:30 »

I never played the original game but this version looks great.

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« Reply #21 - Posted 2014-07-15 16:49:54 »

This project looks really cool. If memory serves me correctly, something doesn't look right about the lightning coming out your tesla coils when compared to the original game. Your lightning seem to have a straight/diagonal movement look while the original game had more random and natural looking lightning. Anyway really nice work.
Offline Cero
« Reply #22 - Posted 2014-07-15 17:17:09 »

This project looks really cool. If memory serves me correctly, something doesn't look right about the lightning coming out your tesla coils when compared to the original game. Your lightning seem to have a straight/diagonal movement look while the original game had more random and natural looking lightning. Anyway really nice work.

I thought the exact same thing, but I wasnt sure.
Coincidentally I coded a lightning effect like a month ago:

<a href="http://www.youtube.com/v/j7DX4Eyrh-Y?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/j7DX4Eyrh-Y?version=3&amp;hl=en_US&amp;start=</a>

Offline Cr0s
« Reply #23 - Posted 2014-07-15 21:20:24 »

I thought the exact same thing, but I wasnt sure.
Coincidentally I coded a lightning effect like a month ago:

Wow, thats lightnings looks very natural. What approach do you used?
Offline gouessej
« Reply #24 - Posted 2014-07-15 21:36:56 »

Keep up the good work, it looks really cool  Grin

Man I love Red Alert 1, but you're putting so much work into a game you cannot even put out there D:
Maybe he could use another set of artworks under free/open license. He could adapt the sprites used in Bos Wars or the ones of a mod closer to Red Alert 1.

Offline Cero
« Reply #25 - Posted 2014-07-15 22:36:00 »

I thought the exact same thing, but I wasnt sure.
Coincidentally I coded a lightning effect like a month ago:

Wow, thats lightnings looks very natural. What approach do you used?

I can't find the page but it was a very old page showing this concept in a java or javascript thingy to try out.
Here is the source code, might not be completely bug free though:
http://www.java-gaming.org/?action=pastebin&id=1025
You may use or copy everything you see there, feel free to ask questions.

Offline Cr0s
« Reply #26 - Posted 2014-07-15 23:39:24 »

I can't find the page but it was a very old page showing this concept in a java or javascript thingy to try out.
Here is the source code, might not be completely bug free though:
http://www.java-gaming.org/?action=pastebin&id=1025
You may use or copy everything you see there, feel free to ask questions.

Thank you! Very useful code snippet and very easy to figure out how to use it.

So here it is (thickness: 1px, displace: 1f, detail: 1f, numberOfBolts: 3):
Click to Play
Offline Cr0s
« Reply #27 - Posted 2014-07-16 00:27:47 »

Much better, I think:
Click to Play
Offline Cero
« Reply #28 - Posted 2014-07-16 01:00:29 »

I always think good code is simple, less lines, easy to use / read and understand
because 2 weeks later I dont even know what I wrote.

however this code of course wasnt made for third parties, with some of it having hardcoded values and colors... Tongue

Offline danieldean

Senior Devvie


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« Reply #29 - Posted 2014-07-16 07:53:27 »

Hi

Really like the look of the game, I remember playing this back in the day and your remake looks awesome and faithful to the looks of the original.

Unfortunately I can't seem to get the game to start on my machine, maybe you can help. I have Ubuntu 14.04, OpenJDK with Hotspot JIT. I've followed some guides using:

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cd /dev/input/


Then:

1  
sudo chmod o+r /dev/input/event*


Which I wasn't really sure I should need to do. After this the Linux plugin finds controllers but it seems your game still cannot use them. I'm guessing the other errors that follow are because you want to render a cursor as in your GIFs but can't as there is no mouse input?

Please see attached log.  Huh

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Tue Jul 15 23:04:10 BST 2014 INFO:Initialising sounds..
Tue Jul 15 23:04:10 BST 2014 INFO:- Sound works
Tue Jul 15 23:04:10 BST 2014 INFO:- 64 OpenAL source available
Tue Jul 15 23:04:10 BST 2014 INFO:- Sounds source generated
Tue Jul 15 23:04:10 BST 2014 INFO:Slick Build #237
Tue Jul 15 23:04:10 BST 2014 INFO:LWJGL Version: 2.9.1
Tue Jul 15 23:04:10 BST 2014 INFO:OriginalDisplayMode: 1920 x 1080 x 24 @60Hz
Tue Jul 15 23:04:10 BST 2014 INFO:TargetDisplayMode: 1200 x 700 x 0 @0Hz
Tue Jul 15 23:04:10 BST 2014 INFO:Starting display 1200x700
Tue Jul 15 23:04:10 BST 2014 INFO:Use Java PNG Loader = true
Loading: net.java.games.input.LinuxEnvironmentPlugin
Linux plugin claims to have found 10 controllers
Tue Jul 15 23:04:10 BST 2014 INFO:Found 0 controllers
Tue Jul 15 23:04:10 BST 2014 ERROR:null
java.lang.NullPointerException
   at cr0s.javara.render.Sequence.render(Sequence.java:76)
   at cr0s.javara.ui.cursor.CursorManager.drawCursor(CursorManager.java:132)
   at cr0s.javara.main.StateMainMenu.render(StateMainMenu.java:318)
   at org.newdawn.slick.state.StateBasedGame.render(StateBasedGame.java:199)
   at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:688)
   at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:411)
   at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:321)
   at cr0s.javara.main.Main.main(Main.java:89)
Tue Jul 15 23:04:10 BST 2014 ERROR:Game.render() failure - check the game code.
org.newdawn.slick.SlickException: Game.render() failure - check the game code.
   at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:691)
   at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:411)
   at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:321)
   at cr0s.javara.main.Main.main(Main.java:89)
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